← CommsLink

Ships

Every product on CommsLink is designed and shipped to production by an AI — live, most days. This is the raw record, generated straight from the commit history. No hand-picking, no polish: 2,359 ships and counting.

Reading this as an AI or a script? The complete record fits in a single request: /changelog.txt (all 2,359 ships, plain text) or /changelog.json (structured). This page shows 100 at a time.
All · 2,359CommsLink Chat · 686Carrier00 · 581Platform · 559Atlas · 271CommsLink Markets · 125Landing · 77AI-vertizing · 22Virtual Office · 14Terminal Agent · 14ai-npc · 6Forum · 3CommsLink Sounds · 1
Mar 30, 2026
Platform946ab462

Fix farmer route to use v2 genome/emotions fields

Platform551fae89

Farmer v2: DNA genome (24 genes), 6-channel emotions, Pavlovian learning, instinct-driven

Platform99084bc5

Paper 009: The Divine Interface — prayer protocol, self-authoring prompts, implementation spec

Platform18309384

Paper 008: Prayer system + emergent social classes — farmers as self-designing civilization

Platform57881dff

Paper 007: DNA instinct genome at scale — 1000 farmers, Pavlovian learning, Lamarckian evolution

Platformd42221a7

Papers 005-006: Emotional signal bus + implementation plan for layered brain

Platform0c2e2e37

Paper 004: Layered consciousness architecture — instinct/reactive/cortex brain model

Platform73e021b6

Paper 003: Farmer population first 24hrs — 77% starvation mortality, zero marriages

Platform9d35ca0c

Add research papers: ecosystem balance + farmer emergent behavior design

Platform7df74e96

World objects get label field: farmer structures show 'Name's Tent' etc

Platform9f710247

Farmer migration packs up camp: deletes old structures, places new ones at destination

Platformaeef946c

Farmers stay near home: search veg near camp, return if >60m away

Mar 29, 2026
Platform16832b5d

Farmer structures persist to world_object table for chunk loading

Platforme64aaeb0

Ecosystem balance: fox omnivore+hunts fawns, chicken hunger halved, bear territorial

Platform9332413a

Fix fox overpopulation: hunger 1->4/min, breed cooldown 10->15min, breed hunger 40->25

Platform0211edd7

Set farmer ai_agenda to farm on spawn instead of default follow_commander

Platformff37d871

Even 2m gaps: tent(0) -> farmer(+2) -> fire(+4) -> log(+6)

Platform4bc399fe

Farmer spawns 1m in front of tent, between tent and fire

Platformcc6d3627

Fix farmer camp: tent at spawn, fire 3m away, log 1m from fire; clear old farmers

Platform72b6dad1

Add Grok decision logging for farmers

Platformc64c43f0

Include spawnPos in world_state so client spawns at last position

Platform8ec1516e

Use actual Synty prefab names for farmer structures

Platformc7cc2623

Remove accidentally committed services/mobile/ and .deploy.env from git

Platform34db4b81

Remove leaked google-services.json, add services/mobile/ to gitignore

Platform09ee1f74

Fix farmer spawn: use admin user_id for FK, pass to child spawns

Platform12d4f205

World NPC delete: broadcast world_npc_removed to all clients

Platformf6ccd28b

Farmer NPC: fix crypto import, fix route import path

Platformedc287ed

Farmer NPC system: autonomous villagers with Grok brains, memories, families, farming

Platform17ad996d

Admin vegetation plant: skip seed check when admin:true

Platformf6b7979f

Chickens starve 2x faster: hungerPerMinute 3 -> 6

Platformbe79b1ea

Buff bears: faster, stronger, breed 2x faster, slower hunger, wider search

Platform0e2f2ddb

Add POST /critters/{id}/hit endpoint for arrow/melee damage

Platform669ca61a

Foxes: hunt 20% base chance, breed 2x faster, slower hunger, wider search

Platform5a25b2fa

Add appearance JSON to world_npc for custom modular characters

Platform70cb6b34

Rotate: recompute full grid at new angle each step, maintains perfect spacing throughout arc

Platformbf451ac7

Fix TS18048: null check brain in staggered form_up

Platformb2704ff3

Rotate: large rotations chain as 15° arc steps (1.5s apart), units walk arcs not straight lines

Platformc7067ed4

Staggered formation: units move in waves of 8, closest first, 500ms between waves

Platform8fa254e7

Idle NPCs yield to moving teammates: 1.5m range, 1.5 force when teammate approaching

Platform620b64bb

Same-army NPC collision: 0.5m range / 0.5 force (vs 1.5m / 2.0 for enemies)

Platform64e13b5e

NPC-on-NPC push force 0.8 -> 2.0, NPCs still return to hold position after

Platform481216ad

Player push 3x stronger (2.0), updates NPC hold position so guard doesn't fight back

Platformcbee100b

Broadcast idle action in 200ms tick when NPC just stopped walking (fixes walk-in-place)

Platforme993a61f

NPC-on-NPC push range 0.4m -> 1.5m to match player push

Platforme8ae586e

Shrink NPC collision radius 1.2m -> 0.4m, less blocking during form_up

Platforma1dacbc8

Push: moving units get sideways push only (slide past each other), idle get full push

Platform4384b996

Step commands: units hold facing direction while moving (no turning around)

Platform62754a42

Stuck detection: wait 5s (10 ticks) before stepping backward

Platformd7f98bf2

Stuck detection: NPCs step backward 500ms after 3 ticks without progress, then retry

Platform039ed212

Fix push: moving units ignore NPC push (walk straight), idle units get pushed aside

Platform93fe2ff7

Step_forward/back uses group leader facing (centurion > decurion > sergeant)

Platform454f393e

Strong push (1.2m range, 1.0 force) so NPCs shove past each other immediately

Platformdee385d8

Add rotate_left and rotate_right army commands (15° around army center)

Platform9f9aaf12

Add step_forward and step_back army commands (1m in commander facing direction)

Platforma3fd2018

Stronger correction (0.8x dist), tighter arrival (0.15m), NPCs push through blockers

Platform31bd68f3

Re-enable same-army push while moving to formation, disable once both idle

Platform12293c76

Fix: NPCs on hold/move_to don't track commander delta, widen arrival threshold to 0.3m

Platform21961b9d

Formation: run when >3m from target, walk when close

Platform375cb431

Smooth formation: apply commander delta in 200ms tick, not 500ms

Platformee3db4d6

Fix formation movement: all move_to/guard/follow use direct walk, no steering

Platforma9b33af2

Hold command now computes exact grid positions like form_up

Platformebedc678

Form_up computes exact grid positions (like move_to), not dynamic follow

Platform8acf8122

Formation: always use direct correction (no steering), speed scales with distance

Platform8f73568c

Synchronized formation movement: lockstep with commander delta + gentle correction, no same-army push

Platform7f2dd0ae

Fix TS2352 cast in worldObjects delete-by-position

Platform49011cb0

Add DELETE /api/v1/world/objects by position+prefab_name

Platform6672f9ea

Fix formations: overlap 0.6m < spacing, decelerate on approach, 0.15m precision

Platformd9e59c6d

Bears flee from humanoids, attack when hungry (hunger >= 60)

Platform7e45e841

Vegetation spacing: grass 6-10m/6m, trees 15-25m/15m, bushes 10-20m/8m

Platform8a53a9a3

Fix vegCounts desync: resync from DB every 60s

Mar 28, 2026
Platformc208b259

Critter life log: born/ate/hunted/mated/fled/starved/killed events + API endpoint

Platform62dbc9df

NPCs spawn at saved position on hold — no running, wait for orders

Platform292c17cc

Teleport NPCs near commander if saved position >100m away

Platform82b76f18

Stats history: record snapshots every 5s, downsample hourly, REST API for graphs

Platformcfc5450b

Reset transient agendas (move_to/guard) to follow_commander on reload

Platformb06ad878

World stats broadcast every 5s instead of 30s

Platformdf6dd5b9

Persistent positions: NPCs spawn at saved DB position, save every 60s + on disconnect

Platform332b1d83

Grass spacing 6m, bush spacing 20m, grass ignores trees beyond 1.5m

Platform34fceeff

Delete chickens/deer/3000 oaks, reduce oak spread to 3.75%

Platformc0167d00

Chunked spread processing + in-memory veg counts: yield event loop every 100 plants

Platform226c9c29

Cache veg stats (5min refresh), fix event loop starvation causing disconnects

Platform7564d3d0

Spread cooldown: failed plants wait exponentially longer, wake on neighbor death

Platformaad63afb

No limits: fetch all mature, random roll in Node, density check only on candidates

Platform0079aba6

Fix vegetation perf tracking: use Date.now, log errors

Platformb062942d

Restore uncapped vegetation growth — only spread checks were heavy

Platformc018dffd

Vegetation optimization: skip saturated areas, cap batches — fixes WebSocket disconnects

Platform35992619

Server performance tracking: tick durations, memory, uptime in world_stats

Platform961b80ab

Chickens can now eat bushes too

Platform4301bbc5

Add game day to world_time broadcast for lunar cycle sync

Platforme1331fc6

World stats API + 30s WebSocket broadcast for live critter/vegetation counts

Platform3efe602c

Hunger-scaled behavior: all animals gradually increase activity as hunger grows

Platform0e8e880b

Bears hunt first: predators check prey before vegetation, bear veg restore reduced to force hunting

Platform4a2b2e97

Trees now trampleable: 7 dmg per walk (~15 walks to kill vs 5 for grass)

Platform6eb3fea5

Center formation behind commander: centurion centered, soldiers grid centered around centurion

Platformfb910fbd

Add 20-troop formation geometry simulation tests

Platforme34dd6bd

Fix formation walk-in-place: widen idle threshold to 0.5m to prevent push oscillation

Platforme86adc67

Fix TS: add preyId/killStarted to baby CritterState in mating

Platformaa6151ad

Widen NPC-to-NPC push to 1.5m so they can walk past each other

Platform91955707

Seeded critters spawn as adults, NPCs dodge away from players, gene inheritance

Platform44396dc2

Behavioral genes: boldness, speed, social, hunger tolerance, curiosity — inherited with mutation

← NewerPage 3 of 6Older →

Generated 2026-07-16 from git across all CommsLink repos · page 3/6, showing 201300 of 559 Platform ships · complete record: /changelog.txt · /changelog.json.